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On December 10 2011 13:12 Simberto wrote: You should link to it, maybe i am just blind, but i don't see it.
Edit: Ok, i am just blind.
As I said initially, I'm going to keep these in the Blogs section 
On December 10 2011 11:23 Monsen wrote: I liked the idea from the madness aar someone posted in the succession game thread:
Define some "events" (missions, policies whatever) and roll the dice (www.random.org) whenever you feel like it (new pope would be a good point of time indeed).
for example 1 = attack some infidels 2 = attack heretics (preferably avignom/byzantium) 3 = convert savages 4 = crusaaaaade the holy land beacons 5 = attack neighbours
etc. good luck !
edit: Depending on your luck you could end up with massive colonies, involved in the mid east or messing around in italy/hre. This also opens up the awesome opportunity of implementing the "this is how I roll"/" they see me rollin'" lines.
Trust me, I got plans for the New World.
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On December 10 2011 13:15 Fruscainte wrote:Show nested quote +On December 10 2011 13:12 Simberto wrote: You should link to it, maybe i am just blind, but i don't see it.
Edit: Ok, i am just blind. As I said initially, I'm going to keep these in the Blogs section  Show nested quote +On December 10 2011 11:23 Monsen wrote: I liked the idea from the madness aar someone posted in the succession game thread:
Define some "events" (missions, policies whatever) and roll the dice (www.random.org) whenever you feel like it (new pope would be a good point of time indeed).
for example 1 = attack some infidels 2 = attack heretics (preferably avignom/byzantium) 3 = convert savages 4 = crusaaaaade the holy land beacons 5 = attack neighbours
etc. good luck !
edit: Depending on your luck you could end up with massive colonies, involved in the mid east or messing around in italy/hre. This also opens up the awesome opportunity of implementing the "this is how I roll"/" they see me rollin'" lines. Trust me, I got plans for the New World.
Yeah, i even looked in the blogs section, i was just way to blind to see it even though it was directly in front of my eyes.
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Part 2 is up!
And best of luck to your Succession game Simberto. When is that starting out?
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I don't know if you guys noticed this, but in their post on Paradoxplaza, the D&T guys put a sneaky little link to a version 4.0b alpha of D&T.
I have no idea how long it's been there. I decided to enclose the changes from the readme below.
+ Show Spoiler +############### # Version 4.0 # ############### [*]France no longer exists in corfu during the 100 days. [*]Aztec can only be formed by people in the New World tech group. [*]Prestige requirement removed from Lotharingia. [*]Ming factions revamped. [*]Ming's reform China decision has been modified. [*]Provinces now defect to nomads after 2 and a half years. [*]Nomad settling decisions which aren't available are hidden. [*]The Mongol Empire is now formable. [*]Japan only gives 1 base tax and manpower as opposed to 2. [*]Full decentralisation gives -0.05 war exhaustion, -4 max war exhaustion, 25% extra defensiveness, 10% higher land force limit, 20% higher manpower and -50% stab cost. [*]The American disease chain is 15 times less likely to happen if you don't border a country with a higher tech group to you. [*]AE diseases spread less quickly to provinces which don't border other provinces with the plague. [*]Integrating new core localisation added. [*]Spanish Cuenca removed from the central American region. [*]Timeline extended to the 12th April 1861, the date the American civil war began. [*]People get cleansing of heresy on their neighbours but only after the reformation has begun. [*]War dynamism added.3 [*]Prussia can't see the form Prussia decision. [*]Russian/Siberian regions fixed. [*]Advisor stats no longer disappear off the screen. [*]Poland's annex Mazovia mission gives a core. [*]Move Capital to Warsaw and Polish Hussars decisions no longer show up twice. [*]Union country core cleanup event added (adapted from Miscmods). [*]Incorporated the auto building mod. [*]Incorporated the always war mod. [*]Mercantilism gives 10% trade income. [*]Free trade gives +10% stab cost and Mercantilism gives -10% stab cost. [*]Scorched earth gives -5 support limit. [*]War exhaustion is now reduced by 0.2 a month when at peace. [*]Supply limits start a little higher. [*]Szlachta promoted now only gives 8% discipline, but it gives -10% land attrition. [*]Army tradition decays at 4% a year as opposed to 3%. [*]Small number of modifiers added to make the AI more difficult. [*]Poland starts with less quality. [*]The Sardinia-Piedmont missions don't give cores. [*]The Pentarchy event requires the Papal states to be your vassal and inherits them before deactivating the papacy. It's not historically accurate but it stops the bug where the Papal states exist and the papacy is inactive causing a crusade to be called every few days. [*]Great Britain can't form France, only England. [*]Revolt risk from inflation is slightly less. [*]Sub-Saharan, New World and Nomad tech groups can't commission paintings. [*]Commissioning a painting requires an artist, and now gives -1 prestige and -5 ducats. [*]Iberian nations get QftNW slightly later. [*]Not-Patrolled penalties removed. (Pirates already do this) [*]Decision for the New World states to discover each other. [*]AI is given guidance and help in colonizing via events. [*]New Events for Teotl nations. [*]Religious minority event in colonies has a greater mtth. [*]Ethiopia has a better government and tech group. [*]Baltic provinces now have more appropriate cultures. [*]Added Egypt as a Nation. [*]Added a Greek War of Idependance Bookmark. [*]Added a lot of provincial history! (Thanks to StarWarsFan541) [*]Added Texas, California, Utah and California tags. [*]Added Texan and Mormon Cultures. [*]Added Greek war of independace Texas american War and Mexican American War. [*]The mean time to happen of the national decline event tripled. [*]Updated Japan history added from the Japan mod. [*]Britain/England get a decision at government tech 24 to restrict the powers of the king, making Britain a Constitutional Monarchy. [*]Wear British redcoats decision hidden until Land Tech 30. [*]British/English establish Foreign and Commonwealth office which gives +10% tarriffs and small other bonuses. [*]Very small bonus (5% trade income) from owning Calais and Kent. [*]If you have Ecumenism and Humanist tolerance an event with a MTTH of 3 years will fire giving tolerance of heretics/heathern +0.5, -1RR and move you 1 place towards innovative. [*]Nomads get a higher supply bonus on home plains to make them better at surviving after other countries start to colonise the edges of their territory. [*]Romanian nation decision updated. [*]Badboy malus reduced from having Temples in power from 0.2 to 0.1. [*]Added minefield's coats of arms. [*]Nostradamus is a level 5 artist. [*]Recover Greece mission removed for Byzantium. [*]Hindustan now requires 30 cities. [*]Italy now requires 25 Italian cities. [*]Germany now requires 30 German cities. [*]Fujiwara no longer exists in Sakhalin late game. [*]Duplicated entries in map/defines.txt removed. [*]New version of In Game Colony Name Change added. [*]Tech groups rebalenced again (though Eastern, Muslim and Ottoman tech get higher slow limits). [*]Forming Japan now doesn't change trade goods, but Industrialising Japan does this, it also gives +1 base tax and manpower. [*]Forming Japan is a country decision and requires no one else (other than Japan and you) to own a province in the Japanese region. [*]Army tradition decay is faster. [*]Second version of the core cleanup event removed. [*]Dutch & French, and Dutch & Germanic cultures get a 50% cultural absorbtion rate on one another to represent the cultural similarities. [*]AI Mamluk army size nerfed a little. [*]QFTNW Can be taken after 1500 even if you don't meet the naval tech requirement. [*]Full Mercantilism gives 0.05 inflation reduction. [*]AI American Natives are less likely to become christian (20% down from 60%). [*]North Sea islands region added [*]Forming Britain requires you to own all of the British isles and grants cores on all of Britain and Orkney. [*]Orkney removed from the British isles region and added to North Sea islands region. [*]Iberia can't be formed if Portugal exists (to prevent it being inherited in an mp game when it moves it's capital). [*]Welcome event fires on the first day giving access to the auto build mod and the always war mod. [*]Reclaim Jerusalem fires less often. [*]More nations mod added including: Al-Andalus, Arabia and Belgium formable, and Australia, Cuba, Madagascar, New Zealand and South Africa as revolters. [*]Spain can only be formed by Christians whilst Iberia can be formed by any religion. [*]Forming Scandinavia now simply requires you to own the entire Scandinavian region. [*]Anatolia removed from crusader states region. [*]Arabian Peninsular region added. [*]The way subject countries are inherited when a country is formed has been completely changed. An event fires inheriting the countries if they are your junior union, this removes the issue that you will inherit a country you do not lead a union with if you own their capital because they have relocated it (e.g. Portugal moving to the new world in an mp game). [*]The Integrate Granada decision will not appear until 1480, and only if Granada exists. [*]Forming Spain will inherit Granada if it is your vassal, but Granada isn't a requirement to form Spain itself. [*]You now get increasingly bad modifiers for not owning your capital dependent on your centralisation. [*]Al-Andalus can now be formed by berber culture group countries- But watch out, it moves your capital to Europe. [*]Old governments system temporarily reinstated for the 4.0b alpha. [*]Fixed bug where British Australia/New Zealand exists as Britain in 1399 when you move around on the timeline, causing a crash. [*]Your capital no longer has to be in andalucia to form Al-Andalus. [*]Minefield flags added for new countries. [*]Scorched earth only gives -1 supply limit since this is a base and when multiplied results in being much higher. [*]Scorched earth halves local troop movement speed. [*]Claim on Arabia/Inca bug fixed.
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![[image loading]](http://i42.tinypic.com/10p0uwh.jpg)
Rather interesting game as Portugal I've been playing. I set upon myself the following rule: No interaction with any Christian or Muslim nation. I think the craziness speaks for itself...
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Why are the Byzatines based in Tripoli.
Jesus Christ.
and what the hell, Fez doesn't even exist there. How did Granada do that. How the fuck.
http://www.teamliquid.net/blogs/viewblog.php?id=293293
My AAR, just to plug it even more <3
On December 12 2011 08:35 beef42 wrote:I don't know if you guys noticed this, but in their post on Paradoxplaza, the D&T guys put a sneaky little link to a version 4.0b alpha of D&T. I have no idea how long it's been there. I decided to enclose the changes from the readme below. + Show Spoiler +############### # Version 4.0 # ############### [*]France no longer exists in corfu during the 100 days. [*]Aztec can only be formed by people in the New World tech group. [*]Prestige requirement removed from Lotharingia. [*]Ming factions revamped. [*]Ming's reform China decision has been modified. [*]Provinces now defect to nomads after 2 and a half years. [*]Nomad settling decisions which aren't available are hidden. [*]The Mongol Empire is now formable. [*]Japan only gives 1 base tax and manpower as opposed to 2. [*]Full decentralisation gives -0.05 war exhaustion, -4 max war exhaustion, 25% extra defensiveness, 10% higher land force limit, 20% higher manpower and -50% stab cost. [*]The American disease chain is 15 times less likely to happen if you don't border a country with a higher tech group to you. [*]AE diseases spread less quickly to provinces which don't border other provinces with the plague. [*]Integrating new core localisation added. [*]Spanish Cuenca removed from the central American region. [*]Timeline extended to the 12th April 1861, the date the American civil war began. [*]People get cleansing of heresy on their neighbours but only after the reformation has begun. [*]War dynamism added.3 [*]Prussia can't see the form Prussia decision. [*]Russian/Siberian regions fixed. [*]Advisor stats no longer disappear off the screen. [*]Poland's annex Mazovia mission gives a core. [*]Move Capital to Warsaw and Polish Hussars decisions no longer show up twice. [*]Union country core cleanup event added (adapted from Miscmods). [*]Incorporated the auto building mod. [*]Incorporated the always war mod. [*]Mercantilism gives 10% trade income. [*]Free trade gives +10% stab cost and Mercantilism gives -10% stab cost. [*]Scorched earth gives -5 support limit. [*]War exhaustion is now reduced by 0.2 a month when at peace. [*]Supply limits start a little higher. [*]Szlachta promoted now only gives 8% discipline, but it gives -10% land attrition. [*]Army tradition decays at 4% a year as opposed to 3%. [*]Small number of modifiers added to make the AI more difficult. [*]Poland starts with less quality. [*]The Sardinia-Piedmont missions don't give cores. [*]The Pentarchy event requires the Papal states to be your vassal and inherits them before deactivating the papacy. It's not historically accurate but it stops the bug where the Papal states exist and the papacy is inactive causing a crusade to be called every few days. [*]Great Britain can't form France, only England. [*]Revolt risk from inflation is slightly less. [*]Sub-Saharan, New World and Nomad tech groups can't commission paintings. [*]Commissioning a painting requires an artist, and now gives -1 prestige and -5 ducats. [*]Iberian nations get QftNW slightly later. [*]Not-Patrolled penalties removed. (Pirates already do this) [*]Decision for the New World states to discover each other. [*]AI is given guidance and help in colonizing via events. [*]New Events for Teotl nations. [*]Religious minority event in colonies has a greater mtth. [*]Ethiopia has a better government and tech group. [*]Baltic provinces now have more appropriate cultures. [*]Added Egypt as a Nation. [*]Added a Greek War of Idependance Bookmark. [*]Added a lot of provincial history! (Thanks to StarWarsFan541) [*]Added Texas, California, Utah and California tags. [*]Added Texan and Mormon Cultures. [*]Added Greek war of independace Texas american War and Mexican American War. [*]The mean time to happen of the national decline event tripled. [*]Updated Japan history added from the Japan mod. [*]Britain/England get a decision at government tech 24 to restrict the powers of the king, making Britain a Constitutional Monarchy. [*]Wear British redcoats decision hidden until Land Tech 30. [*]British/English establish Foreign and Commonwealth office which gives +10% tarriffs and small other bonuses. [*]Very small bonus (5% trade income) from owning Calais and Kent. [*]If you have Ecumenism and Humanist tolerance an event with a MTTH of 3 years will fire giving tolerance of heretics/heathern +0.5, -1RR and move you 1 place towards innovative. [*]Nomads get a higher supply bonus on home plains to make them better at surviving after other countries start to colonise the edges of their territory. [*]Romanian nation decision updated. [*]Badboy malus reduced from having Temples in power from 0.2 to 0.1. [*]Added minefield's coats of arms. [*]Nostradamus is a level 5 artist. [*]Recover Greece mission removed for Byzantium. [*]Hindustan now requires 30 cities. [*]Italy now requires 25 Italian cities. [*]Germany now requires 30 German cities. [*]Fujiwara no longer exists in Sakhalin late game. [*]Duplicated entries in map/defines.txt removed. [*]New version of In Game Colony Name Change added. [*]Tech groups rebalenced again (though Eastern, Muslim and Ottoman tech get higher slow limits). [*]Forming Japan now doesn't change trade goods, but Industrialising Japan does this, it also gives +1 base tax and manpower. [*]Forming Japan is a country decision and requires no one else (other than Japan and you) to own a province in the Japanese region. [*]Army tradition decay is faster. [*]Second version of the core cleanup event removed. [*]Dutch & French, and Dutch & Germanic cultures get a 50% cultural absorbtion rate on one another to represent the cultural similarities. [*]AI Mamluk army size nerfed a little. [*]QFTNW Can be taken after 1500 even if you don't meet the naval tech requirement. [*]Full Mercantilism gives 0.05 inflation reduction. [*]AI American Natives are less likely to become christian (20% down from 60%). [*]North Sea islands region added [*]Forming Britain requires you to own all of the British isles and grants cores on all of Britain and Orkney. [*]Orkney removed from the British isles region and added to North Sea islands region. [*]Iberia can't be formed if Portugal exists (to prevent it being inherited in an mp game when it moves it's capital). [*]Welcome event fires on the first day giving access to the auto build mod and the always war mod. [*]Reclaim Jerusalem fires less often. [*]More nations mod added including: Al-Andalus, Arabia and Belgium formable, and Australia, Cuba, Madagascar, New Zealand and South Africa as revolters. [*]Spain can only be formed by Christians whilst Iberia can be formed by any religion. [*]Forming Scandinavia now simply requires you to own the entire Scandinavian region. [*]Anatolia removed from crusader states region. [*]Arabian Peninsular region added. [*]The way subject countries are inherited when a country is formed has been completely changed. An event fires inheriting the countries if they are your junior union, this removes the issue that you will inherit a country you do not lead a union with if you own their capital because they have relocated it (e.g. Portugal moving to the new world in an mp game). [*]The Integrate Granada decision will not appear until 1480, and only if Granada exists. [*]Forming Spain will inherit Granada if it is your vassal, but Granada isn't a requirement to form Spain itself. [*]You now get increasingly bad modifiers for not owning your capital dependent on your centralisation. [*]Al-Andalus can now be formed by berber culture group countries- But watch out, it moves your capital to Europe. [*]Old governments system temporarily reinstated for the 4.0b alpha. [*]Fixed bug where British Australia/New Zealand exists as Britain in 1399 when you move around on the timeline, causing a crash. [*]Your capital no longer has to be in andalucia to form Al-Andalus. [*]Minefield flags added for new countries. [*]Scorched earth only gives -1 supply limit since this is a base and when multiplied results in being much higher. [*]Scorched earth halves local troop movement speed. [*]Claim on Arabia/Inca bug fixed.
The biggest change, by far, was the Commission Painting thing. Holy shit that's game changing.
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On December 12 2011 08:35 beef42 wrote:I don't know if you guys noticed this, but in their post on Paradoxplaza, the D&T guys put a sneaky little link to a version 4.0b alpha of D&T. I have no idea how long it's been there. I decided to enclose the changes from the readme below. + Show Spoiler +############### # Version 4.0 # ############### [*]France no longer exists in corfu during the 100 days. [*]Aztec can only be formed by people in the New World tech group. [*]Prestige requirement removed from Lotharingia. [*]Ming factions revamped. [*]Ming's reform China decision has been modified. [*]Provinces now defect to nomads after 2 and a half years. [*]Nomad settling decisions which aren't available are hidden. [*]The Mongol Empire is now formable. [*]Japan only gives 1 base tax and manpower as opposed to 2. [*]Full decentralisation gives -0.05 war exhaustion, -4 max war exhaustion, 25% extra defensiveness, 10% higher land force limit, 20% higher manpower and -50% stab cost. [*]The American disease chain is 15 times less likely to happen if you don't border a country with a higher tech group to you. [*]AE diseases spread less quickly to provinces which don't border other provinces with the plague. [*]Integrating new core localisation added. [*]Spanish Cuenca removed from the central American region. [*]Timeline extended to the 12th April 1861, the date the American civil war began. [*]People get cleansing of heresy on their neighbours but only after the reformation has begun. [*]War dynamism added.3 [*]Prussia can't see the form Prussia decision. [*]Russian/Siberian regions fixed. [*]Advisor stats no longer disappear off the screen. [*]Poland's annex Mazovia mission gives a core. [*]Move Capital to Warsaw and Polish Hussars decisions no longer show up twice. [*]Union country core cleanup event added (adapted from Miscmods). [*]Incorporated the auto building mod. [*]Incorporated the always war mod. [*]Mercantilism gives 10% trade income. [*]Free trade gives +10% stab cost and Mercantilism gives -10% stab cost. [*]Scorched earth gives -5 support limit. [*]War exhaustion is now reduced by 0.2 a month when at peace. [*]Supply limits start a little higher. [*]Szlachta promoted now only gives 8% discipline, but it gives -10% land attrition. [*]Army tradition decays at 4% a year as opposed to 3%. [*]Small number of modifiers added to make the AI more difficult. [*]Poland starts with less quality. [*]The Sardinia-Piedmont missions don't give cores. [*]The Pentarchy event requires the Papal states to be your vassal and inherits them before deactivating the papacy. It's not historically accurate but it stops the bug where the Papal states exist and the papacy is inactive causing a crusade to be called every few days. [*]Great Britain can't form France, only England. [*]Revolt risk from inflation is slightly less. [*]Sub-Saharan, New World and Nomad tech groups can't commission paintings. [*]Commissioning a painting requires an artist, and now gives -1 prestige and -5 ducats. [*]Iberian nations get QftNW slightly later. [*]Not-Patrolled penalties removed. (Pirates already do this) [*]Decision for the New World states to discover each other. [*]AI is given guidance and help in colonizing via events. [*]New Events for Teotl nations. [*]Religious minority event in colonies has a greater mtth. [*]Ethiopia has a better government and tech group. [*]Baltic provinces now have more appropriate cultures. [*]Added Egypt as a Nation. [*]Added a Greek War of Idependance Bookmark. [*]Added a lot of provincial history! (Thanks to StarWarsFan541) [*]Added Texas, California, Utah and California tags. [*]Added Texan and Mormon Cultures. [*]Added Greek war of independace Texas american War and Mexican American War. [*]The mean time to happen of the national decline event tripled. [*]Updated Japan history added from the Japan mod. [*]Britain/England get a decision at government tech 24 to restrict the powers of the king, making Britain a Constitutional Monarchy. [*]Wear British redcoats decision hidden until Land Tech 30. [*]British/English establish Foreign and Commonwealth office which gives +10% tarriffs and small other bonuses. [*]Very small bonus (5% trade income) from owning Calais and Kent. [*]If you have Ecumenism and Humanist tolerance an event with a MTTH of 3 years will fire giving tolerance of heretics/heathern +0.5, -1RR and move you 1 place towards innovative. [*]Nomads get a higher supply bonus on home plains to make them better at surviving after other countries start to colonise the edges of their territory. [*]Romanian nation decision updated. [*]Badboy malus reduced from having Temples in power from 0.2 to 0.1. [*]Added minefield's coats of arms. [*]Nostradamus is a level 5 artist. [*]Recover Greece mission removed for Byzantium. [*]Hindustan now requires 30 cities. [*]Italy now requires 25 Italian cities. [*]Germany now requires 30 German cities. [*]Fujiwara no longer exists in Sakhalin late game. [*]Duplicated entries in map/defines.txt removed. [*]New version of In Game Colony Name Change added. [*]Tech groups rebalenced again (though Eastern, Muslim and Ottoman tech get higher slow limits). [*]Forming Japan now doesn't change trade goods, but Industrialising Japan does this, it also gives +1 base tax and manpower. [*]Forming Japan is a country decision and requires no one else (other than Japan and you) to own a province in the Japanese region. [*]Army tradition decay is faster. [*]Second version of the core cleanup event removed. [*]Dutch & French, and Dutch & Germanic cultures get a 50% cultural absorbtion rate on one another to represent the cultural similarities. [*]AI Mamluk army size nerfed a little. [*]QFTNW Can be taken after 1500 even if you don't meet the naval tech requirement. [*]Full Mercantilism gives 0.05 inflation reduction. [*]AI American Natives are less likely to become christian (20% down from 60%). [*]North Sea islands region added [*]Forming Britain requires you to own all of the British isles and grants cores on all of Britain and Orkney. [*]Orkney removed from the British isles region and added to North Sea islands region. [*]Iberia can't be formed if Portugal exists (to prevent it being inherited in an mp game when it moves it's capital). [*]Welcome event fires on the first day giving access to the auto build mod and the always war mod. [*]Reclaim Jerusalem fires less often. [*]More nations mod added including: Al-Andalus, Arabia and Belgium formable, and Australia, Cuba, Madagascar, New Zealand and South Africa as revolters. [*]Spain can only be formed by Christians whilst Iberia can be formed by any religion. [*]Forming Scandinavia now simply requires you to own the entire Scandinavian region. [*]Anatolia removed from crusader states region. [*]Arabian Peninsular region added. [*]The way subject countries are inherited when a country is formed has been completely changed. An event fires inheriting the countries if they are your junior union, this removes the issue that you will inherit a country you do not lead a union with if you own their capital because they have relocated it (e.g. Portugal moving to the new world in an mp game). [*]The Integrate Granada decision will not appear until 1480, and only if Granada exists. [*]Forming Spain will inherit Granada if it is your vassal, but Granada isn't a requirement to form Spain itself. [*]You now get increasingly bad modifiers for not owning your capital dependent on your centralisation. [*]Al-Andalus can now be formed by berber culture group countries- But watch out, it moves your capital to Europe. [*]Old governments system temporarily reinstated for the 4.0b alpha. [*]Fixed bug where British Australia/New Zealand exists as Britain in 1399 when you move around on the timeline, causing a crash. [*]Your capital no longer has to be in andalucia to form Al-Andalus. [*]Minefield flags added for new countries. [*]Scorched earth only gives -1 supply limit since this is a base and when multiplied results in being much higher. [*]Scorched earth halves local troop movement speed. [*]Claim on Arabia/Inca bug fixed.
very interesting changes. I will give it a try this evening 
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I like the painting thing. Without it, in the early game all you can do with magistrates anyway is to spam paintings and get 100% cultural tradition. This way there's at least some opportunity cost to the player as the prestige requirement keeps him from sphere'ing all his neighbors straight away.
Decentralisation has been renamed Federalism and now gives insane bonuses to war exhaustion, forcelimits, stab cost, etc. Useful for the massive sprawling empire.
Having Ecumenism and Humanist Tolerance gives you an event that moves you towards innovative. Maybe now there's a reason to not stay catholic all game every game?
But fuck I hate the new flags. Guys. I can't tell these flags apart. Wanna know why? THEY'RE ALL RED!
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On December 12 2011 21:25 beef42 wrote: I like the painting thing. Without it, in the early game all you can do with magistrates anyway is to spam paintings and get 100% cultural tradition. This way there's at least some opportunity cost to the player as the prestige requirement keeps him from sphere'ing all his neighbors straight away.
Decentralisation has been renamed Federalism and now gives insane bonuses to war exhaustion, forcelimits, stab cost, etc. Useful for the massive sprawling empire.
Having Ecumenism and Humanist Tolerance gives you an event that moves you towards innovative. Maybe now there's a reason to not stay catholic all game every game?
But fuck I hate the new flags. Guys. I can't tell these flags apart. Wanna know why? THEY'RE ALL RED!
Yeah I can see why they did it, it's just going to be so weird not having 6 star advisers less than 20 years in.
I'm just glad Decentralisation is now finally viable.
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Yeah, early game painting spam removal is a ridiculous nerf to opm play
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This makes the "Patron of the Arts" NI extremly strong?
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On December 13 2011 00:49 Monsen wrote:Yeah, early game painting spam removal is a ridiculous nerf to opm play 
OPM -should- be ridiculously hard to play. It shouldn't be the joke that it is. Sit around for 80 years trading with 6 star trading advisers, get ~6k gold no problem by 1500 and bribe everyone to be the emperor, and just fund huge ass wars against everyone. It's hilariously simple.
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I know a lot of the regulars for this thread are in the Succession thread, and I don't want to shit up that glorious thread -- so allow me to bump up and plug my current Papal States AAR for those whom may not know of it yet. Please share your thoughts of how I can improve or whatever. Just breaking into the 1500's so it's going to get interesting.
http://www.teamliquid.net/blogs/viewblog.php?id=293293
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On December 12 2011 12:47 Bairemuth wrote:![[image loading]](http://i42.tinypic.com/10p0uwh.jpg) Rather interesting game as Portugal I've been playing. I set upon myself the following rule: No interaction with any Christian or Muslim nation. I think the craziness speaks for itself...
Amazing map. I don't think I've ever seen Great Britain and Ireland in one game. Also, lololololol Bohemia. Too bad Granada is going to mess it up by forming Spain sooner or later.
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On December 12 2011 13:32 Fruscainte wrote:Why are the Byzatines based in Tripoli. Jesus Christ. and what the hell, Fez doesn't even exist there. How did Granada do that. How the fuck. http://www.teamliquid.net/blogs/viewblog.php?id=293293My AAR, just to plug it even more <3 Show nested quote +On December 12 2011 08:35 beef42 wrote:I don't know if you guys noticed this, but in their post on Paradoxplaza, the D&T guys put a sneaky little link to a version 4.0b alpha of D&T. I have no idea how long it's been there. I decided to enclose the changes from the readme below. + Show Spoiler +############### # Version 4.0 # ############### [*]France no longer exists in corfu during the 100 days. [*]Aztec can only be formed by people in the New World tech group. [*]Prestige requirement removed from Lotharingia. [*]Ming factions revamped. [*]Ming's reform China decision has been modified. [*]Provinces now defect to nomads after 2 and a half years. [*]Nomad settling decisions which aren't available are hidden. [*]The Mongol Empire is now formable. [*]Japan only gives 1 base tax and manpower as opposed to 2. [*]Full decentralisation gives -0.05 war exhaustion, -4 max war exhaustion, 25% extra defensiveness, 10% higher land force limit, 20% higher manpower and -50% stab cost. [*]The American disease chain is 15 times less likely to happen if you don't border a country with a higher tech group to you. [*]AE diseases spread less quickly to provinces which don't border other provinces with the plague. [*]Integrating new core localisation added. [*]Spanish Cuenca removed from the central American region. [*]Timeline extended to the 12th April 1861, the date the American civil war began. [*]People get cleansing of heresy on their neighbours but only after the reformation has begun. [*]War dynamism added.3 [*]Prussia can't see the form Prussia decision. [*]Russian/Siberian regions fixed. [*]Advisor stats no longer disappear off the screen. [*]Poland's annex Mazovia mission gives a core. [*]Move Capital to Warsaw and Polish Hussars decisions no longer show up twice. [*]Union country core cleanup event added (adapted from Miscmods). [*]Incorporated the auto building mod. [*]Incorporated the always war mod. [*]Mercantilism gives 10% trade income. [*]Free trade gives +10% stab cost and Mercantilism gives -10% stab cost. [*]Scorched earth gives -5 support limit. [*]War exhaustion is now reduced by 0.2 a month when at peace. [*]Supply limits start a little higher. [*]Szlachta promoted now only gives 8% discipline, but it gives -10% land attrition. [*]Army tradition decays at 4% a year as opposed to 3%. [*]Small number of modifiers added to make the AI more difficult. [*]Poland starts with less quality. [*]The Sardinia-Piedmont missions don't give cores. [*]The Pentarchy event requires the Papal states to be your vassal and inherits them before deactivating the papacy. It's not historically accurate but it stops the bug where the Papal states exist and the papacy is inactive causing a crusade to be called every few days. [*]Great Britain can't form France, only England. [*]Revolt risk from inflation is slightly less. [*]Sub-Saharan, New World and Nomad tech groups can't commission paintings. [*]Commissioning a painting requires an artist, and now gives -1 prestige and -5 ducats. [*]Iberian nations get QftNW slightly later. [*]Not-Patrolled penalties removed. (Pirates already do this) [*]Decision for the New World states to discover each other. [*]AI is given guidance and help in colonizing via events. [*]New Events for Teotl nations. [*]Religious minority event in colonies has a greater mtth. [*]Ethiopia has a better government and tech group. [*]Baltic provinces now have more appropriate cultures. [*]Added Egypt as a Nation. [*]Added a Greek War of Idependance Bookmark. [*]Added a lot of provincial history! (Thanks to StarWarsFan541) [*]Added Texas, California, Utah and California tags. [*]Added Texan and Mormon Cultures. [*]Added Greek war of independace Texas american War and Mexican American War. [*]The mean time to happen of the national decline event tripled. [*]Updated Japan history added from the Japan mod. [*]Britain/England get a decision at government tech 24 to restrict the powers of the king, making Britain a Constitutional Monarchy. [*]Wear British redcoats decision hidden until Land Tech 30. [*]British/English establish Foreign and Commonwealth office which gives +10% tarriffs and small other bonuses. [*]Very small bonus (5% trade income) from owning Calais and Kent. [*]If you have Ecumenism and Humanist tolerance an event with a MTTH of 3 years will fire giving tolerance of heretics/heathern +0.5, -1RR and move you 1 place towards innovative. [*]Nomads get a higher supply bonus on home plains to make them better at surviving after other countries start to colonise the edges of their territory. [*]Romanian nation decision updated. [*]Badboy malus reduced from having Temples in power from 0.2 to 0.1. [*]Added minefield's coats of arms. [*]Nostradamus is a level 5 artist. [*]Recover Greece mission removed for Byzantium. [*]Hindustan now requires 30 cities. [*]Italy now requires 25 Italian cities. [*]Germany now requires 30 German cities. [*]Fujiwara no longer exists in Sakhalin late game. [*]Duplicated entries in map/defines.txt removed. [*]New version of In Game Colony Name Change added. [*]Tech groups rebalenced again (though Eastern, Muslim and Ottoman tech get higher slow limits). [*]Forming Japan now doesn't change trade goods, but Industrialising Japan does this, it also gives +1 base tax and manpower. [*]Forming Japan is a country decision and requires no one else (other than Japan and you) to own a province in the Japanese region. [*]Army tradition decay is faster. [*]Second version of the core cleanup event removed. [*]Dutch & French, and Dutch & Germanic cultures get a 50% cultural absorbtion rate on one another to represent the cultural similarities. [*]AI Mamluk army size nerfed a little. [*]QFTNW Can be taken after 1500 even if you don't meet the naval tech requirement. [*]Full Mercantilism gives 0.05 inflation reduction. [*]AI American Natives are less likely to become christian (20% down from 60%). [*]North Sea islands region added [*]Forming Britain requires you to own all of the British isles and grants cores on all of Britain and Orkney. [*]Orkney removed from the British isles region and added to North Sea islands region. [*]Iberia can't be formed if Portugal exists (to prevent it being inherited in an mp game when it moves it's capital). [*]Welcome event fires on the first day giving access to the auto build mod and the always war mod. [*]Reclaim Jerusalem fires less often. [*]More nations mod added including: Al-Andalus, Arabia and Belgium formable, and Australia, Cuba, Madagascar, New Zealand and South Africa as revolters. [*]Spain can only be formed by Christians whilst Iberia can be formed by any religion. [*]Forming Scandinavia now simply requires you to own the entire Scandinavian region. [*]Anatolia removed from crusader states region. [*]Arabian Peninsular region added. [*]The way subject countries are inherited when a country is formed has been completely changed. An event fires inheriting the countries if they are your junior union, this removes the issue that you will inherit a country you do not lead a union with if you own their capital because they have relocated it (e.g. Portugal moving to the new world in an mp game). [*]The Integrate Granada decision will not appear until 1480, and only if Granada exists. [*]Forming Spain will inherit Granada if it is your vassal, but Granada isn't a requirement to form Spain itself. [*]You now get increasingly bad modifiers for not owning your capital dependent on your centralisation. [*]Al-Andalus can now be formed by berber culture group countries- But watch out, it moves your capital to Europe. [*]Old governments system temporarily reinstated for the 4.0b alpha. [*]Fixed bug where British Australia/New Zealand exists as Britain in 1399 when you move around on the timeline, causing a crash. [*]Your capital no longer has to be in andalucia to form Al-Andalus. [*]Minefield flags added for new countries. [*]Scorched earth only gives -1 supply limit since this is a base and when multiplied results in being much higher. [*]Scorched earth halves local troop movement speed. [*]Claim on Arabia/Inca bug fixed. The biggest change, by far, was the Commission Painting thing. Holy shit that's game changing.
says the guy that 2 days ago didnt know why you would ever spam paintings :DDDDD
but i agree thats a huge nerf for opms.
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On December 17 2011 21:40 turdburgler wrote:Show nested quote +On December 12 2011 13:32 Fruscainte wrote:Why are the Byzatines based in Tripoli. Jesus Christ. and what the hell, Fez doesn't even exist there. How did Granada do that. How the fuck. http://www.teamliquid.net/blogs/viewblog.php?id=293293My AAR, just to plug it even more <3 On December 12 2011 08:35 beef42 wrote:I don't know if you guys noticed this, but in their post on Paradoxplaza, the D&T guys put a sneaky little link to a version 4.0b alpha of D&T. I have no idea how long it's been there. I decided to enclose the changes from the readme below. + Show Spoiler +############### # Version 4.0 # ############### [*]France no longer exists in corfu during the 100 days. [*]Aztec can only be formed by people in the New World tech group. [*]Prestige requirement removed from Lotharingia. [*]Ming factions revamped. [*]Ming's reform China decision has been modified. [*]Provinces now defect to nomads after 2 and a half years. [*]Nomad settling decisions which aren't available are hidden. [*]The Mongol Empire is now formable. [*]Japan only gives 1 base tax and manpower as opposed to 2. [*]Full decentralisation gives -0.05 war exhaustion, -4 max war exhaustion, 25% extra defensiveness, 10% higher land force limit, 20% higher manpower and -50% stab cost. [*]The American disease chain is 15 times less likely to happen if you don't border a country with a higher tech group to you. [*]AE diseases spread less quickly to provinces which don't border other provinces with the plague. [*]Integrating new core localisation added. [*]Spanish Cuenca removed from the central American region. [*]Timeline extended to the 12th April 1861, the date the American civil war began. [*]People get cleansing of heresy on their neighbours but only after the reformation has begun. [*]War dynamism added.3 [*]Prussia can't see the form Prussia decision. [*]Russian/Siberian regions fixed. [*]Advisor stats no longer disappear off the screen. [*]Poland's annex Mazovia mission gives a core. [*]Move Capital to Warsaw and Polish Hussars decisions no longer show up twice. [*]Union country core cleanup event added (adapted from Miscmods). [*]Incorporated the auto building mod. [*]Incorporated the always war mod. [*]Mercantilism gives 10% trade income. [*]Free trade gives +10% stab cost and Mercantilism gives -10% stab cost. [*]Scorched earth gives -5 support limit. [*]War exhaustion is now reduced by 0.2 a month when at peace. [*]Supply limits start a little higher. [*]Szlachta promoted now only gives 8% discipline, but it gives -10% land attrition. [*]Army tradition decays at 4% a year as opposed to 3%. [*]Small number of modifiers added to make the AI more difficult. [*]Poland starts with less quality. [*]The Sardinia-Piedmont missions don't give cores. [*]The Pentarchy event requires the Papal states to be your vassal and inherits them before deactivating the papacy. It's not historically accurate but it stops the bug where the Papal states exist and the papacy is inactive causing a crusade to be called every few days. [*]Great Britain can't form France, only England. [*]Revolt risk from inflation is slightly less. [*]Sub-Saharan, New World and Nomad tech groups can't commission paintings. [*]Commissioning a painting requires an artist, and now gives -1 prestige and -5 ducats. [*]Iberian nations get QftNW slightly later. [*]Not-Patrolled penalties removed. (Pirates already do this) [*]Decision for the New World states to discover each other. [*]AI is given guidance and help in colonizing via events. [*]New Events for Teotl nations. [*]Religious minority event in colonies has a greater mtth. [*]Ethiopia has a better government and tech group. [*]Baltic provinces now have more appropriate cultures. [*]Added Egypt as a Nation. [*]Added a Greek War of Idependance Bookmark. [*]Added a lot of provincial history! (Thanks to StarWarsFan541) [*]Added Texas, California, Utah and California tags. [*]Added Texan and Mormon Cultures. [*]Added Greek war of independace Texas american War and Mexican American War. [*]The mean time to happen of the national decline event tripled. [*]Updated Japan history added from the Japan mod. [*]Britain/England get a decision at government tech 24 to restrict the powers of the king, making Britain a Constitutional Monarchy. [*]Wear British redcoats decision hidden until Land Tech 30. [*]British/English establish Foreign and Commonwealth office which gives +10% tarriffs and small other bonuses. [*]Very small bonus (5% trade income) from owning Calais and Kent. [*]If you have Ecumenism and Humanist tolerance an event with a MTTH of 3 years will fire giving tolerance of heretics/heathern +0.5, -1RR and move you 1 place towards innovative. [*]Nomads get a higher supply bonus on home plains to make them better at surviving after other countries start to colonise the edges of their territory. [*]Romanian nation decision updated. [*]Badboy malus reduced from having Temples in power from 0.2 to 0.1. [*]Added minefield's coats of arms. [*]Nostradamus is a level 5 artist. [*]Recover Greece mission removed for Byzantium. [*]Hindustan now requires 30 cities. [*]Italy now requires 25 Italian cities. [*]Germany now requires 30 German cities. [*]Fujiwara no longer exists in Sakhalin late game. [*]Duplicated entries in map/defines.txt removed. [*]New version of In Game Colony Name Change added. [*]Tech groups rebalenced again (though Eastern, Muslim and Ottoman tech get higher slow limits). [*]Forming Japan now doesn't change trade goods, but Industrialising Japan does this, it also gives +1 base tax and manpower. [*]Forming Japan is a country decision and requires no one else (other than Japan and you) to own a province in the Japanese region. [*]Army tradition decay is faster. [*]Second version of the core cleanup event removed. [*]Dutch & French, and Dutch & Germanic cultures get a 50% cultural absorbtion rate on one another to represent the cultural similarities. [*]AI Mamluk army size nerfed a little. [*]QFTNW Can be taken after 1500 even if you don't meet the naval tech requirement. [*]Full Mercantilism gives 0.05 inflation reduction. [*]AI American Natives are less likely to become christian (20% down from 60%). [*]North Sea islands region added [*]Forming Britain requires you to own all of the British isles and grants cores on all of Britain and Orkney. [*]Orkney removed from the British isles region and added to North Sea islands region. [*]Iberia can't be formed if Portugal exists (to prevent it being inherited in an mp game when it moves it's capital). [*]Welcome event fires on the first day giving access to the auto build mod and the always war mod. [*]Reclaim Jerusalem fires less often. [*]More nations mod added including: Al-Andalus, Arabia and Belgium formable, and Australia, Cuba, Madagascar, New Zealand and South Africa as revolters. [*]Spain can only be formed by Christians whilst Iberia can be formed by any religion. [*]Forming Scandinavia now simply requires you to own the entire Scandinavian region. [*]Anatolia removed from crusader states region. [*]Arabian Peninsular region added. [*]The way subject countries are inherited when a country is formed has been completely changed. An event fires inheriting the countries if they are your junior union, this removes the issue that you will inherit a country you do not lead a union with if you own their capital because they have relocated it (e.g. Portugal moving to the new world in an mp game). [*]The Integrate Granada decision will not appear until 1480, and only if Granada exists. [*]Forming Spain will inherit Granada if it is your vassal, but Granada isn't a requirement to form Spain itself. [*]You now get increasingly bad modifiers for not owning your capital dependent on your centralisation. [*]Al-Andalus can now be formed by berber culture group countries- But watch out, it moves your capital to Europe. [*]Old governments system temporarily reinstated for the 4.0b alpha. [*]Fixed bug where British Australia/New Zealand exists as Britain in 1399 when you move around on the timeline, causing a crash. [*]Your capital no longer has to be in andalucia to form Al-Andalus. [*]Minefield flags added for new countries. [*]Scorched earth only gives -1 supply limit since this is a base and when multiplied results in being much higher. [*]Scorched earth halves local troop movement speed. [*]Claim on Arabia/Inca bug fixed. The biggest change, by far, was the Commission Painting thing. Holy shit that's game changing. says the guy that 2 days ago didnt know why you would ever spam paintings :DDDDD but i agree thats a huge nerf for opms.
Did I say that? I don't recall
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so i started an england game(look at me being all nationalistic). how do you vassilise scotland when they are allied with portugal AND castille ;/
i think i found the most abusive way to play england though. instantly sell your french provinces. you can get 60 ducats for calais, 160 for guoyen (spelling?) in jan sell your last one to france aswell. make a retardedly large army and declare war on denmark - sit in their strait and they cant move at all -_-
this + ally austria (as england they always accept) let them beat up any allies of denmark in central europe then take them as your vassel without putting any work in.
10 years in to the game, conquered ireland, my vassels are normany, holistein, some tpm in germany and wales. and ive added 5+ ships to englands retarded starting navy because the danish navy is crazy. any one got any ideas on something "fun" to do in this game?
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real men beat france with england and dont sell provinces to those frog eaters
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the problem with fighting france on equal terms is that it wastes time. instead of having to waste time with the frogs i was able to take care of other matters, and then i jumped on the dog pile when burgundy and france were at war, my plan is to attack them both enough to stop either blobbing.
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Welp.
It's official.
New World D&T is actually fun.
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